/Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionNoise.h
class UMaterialExpressionNoise : public [UMaterialExpression](API\Runtime\Engine\Materials\UMaterialExpression)
uint32: 1
bTiling
Whether to use tiling noise pattern, useful for baking to seam-free repeating textures
uint32: 1
bTurbulence
How multiple frequencies are getting combined
FExpressionInpu...
FilterWidth
Scalar, to clamp the Levels at pixel level, can be computed like this: max(length(ddx(Position)), length(ddy(Position))
int32
Levels
1 = fast but little detail, .. larger numbers cost more performance
float
LevelScale
Usually 2 but higher values allow efficient use of few levels
TEnumAsByte< en...
NoiseFunction
Noise function, affects performance and look
float
OutputMax
float
OutputMin
FExpressionInpu...
Position
2 to 3 dimensional vector
int32
Quality
Lower numbers are faster and lower quality, higher numbers are slower and higher quality
uint32
RepeatSize
How many units in each tile (if Tiling is on)
float
Scale
Can also be done with a multiply on the Position